[realXtend] b2rex release 1.0rc1

2011-05-31 Thread Pablo Martin
Hi!

I've released a new version of b2rex, adapted for blender 2.57 and with
a lot of improvements regarding logic and more specific tundra support.

This includes a state machine generator for opensim, component editor
for tundra:

 https://sim.lorea.org/pg/pages/view/492/ (state machine editor)
 https://sim.lorea.org/pg/pages/view/490/ (tundra support)

Knet python support was developed for this release, but it didn't make
it into this release. Interested people can find the library inside the
b2rex code.

I've also generated api docs for b2rex, as well as some extra manual
documents regarding hacking b2rex and code structure:
  https://sim.lorea.org/pg/pages/view/514/
  https://sim.lorea.org/pg/pages/view/515/
  https://dev.lorea.org/%7Ecaedes/b2rex_api/

Also, some things where improved regarding connection to windows servers
where most beta testers where experiencing problems, but there may still
be some problems since I haven't been able to replicate the problem
myself, and couldn't have a steady test server, if someone having
problems can arrange a stable access for me I will do my best to fix any
problems.

Enjoy and greetings!

 p.



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Re: [realXtend] [b2rex] Could b2rex upload a dependence package to github?

2011-04-12 Thread Pablo Martin
Hi!

On 12/04/11 05:13, yaoyansi wrote:
> Hi all,
> Could b2rex upload a dependence package to github or googlecode?
> I think we could put the pyogp and other dependence libraries into  this 
> dependence package to easy the installation of b2rex for users and testers.
> What you think about this?

At the moment release packages come with all dependencies, that's why
they are a bit bigger.

They could be packaged separately (I will do it for next release - thx
for the idea!) but at the moment you will find them at
scripts/b2rexpkg/libs on the releases.

The only dependencies that don't come at the moment with the release are
python and greenlets because they include os specific binary components,
I will be investigating how to include or replace them, but it's tricky
because both os and architecture (32 or 64 bit) affect the binaries.

Greetings!!



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Re: [realXtend] Re: [b2rex]Need help on b2rex. (sorry for a mistake in the previous send)

2011-04-10 Thread Pablo Martin
Hi

With the help of MasterJ's server, I found what was going on and fixed
it (some problem with xmlrpc connection on login getting stuck).

The changes are already in the b2rex github repo, but also require
updating the pyogp library so it may be difficult to update for most
ppl. I'm now fixing a few last bugs for releasing a new version
tomorrow, so probably best is to wait for the new release package.

Greetings and thx to all who have tested and reported on this release.

 Pablo



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Re: [realXtend] [b2rex]Need help on b2rex. (sorry for a mistake in the previous send)

2011-04-08 Thread Pablo Martin
Hi!

On 08/04/11 14:21, yaoyansi wrote:
> Sorry for a mistake in the previous email. Please read this email.
> ---
>
> (...)
> 9. connection settings for b2rex, here is the screen shot
> http://hojocn.googlecode.com/files/connection_settings.JPG
> 10,press the RT button
> http://hojocn.googlecode.com/files/press_rt_button.JPG
> 11.Here is the 4 console logs on server after I press RT button
> http://pastebin.com/8qHRyC7p
> And, here is the screenshot and blender logs after I press RT button
> http://hojocn.googlecode.com/files/after_press_RT_button.JPG
> http://pastebin.com/Quajxyde
> You can see that there is only a plane loaded into blender. Even I wait 10 
> minutes, the terrain map is not loaded at all.


If things go right, the terrain should start loading a few seconds after
the connection turns on. In this case it looks like it's trying to
connect but it's not clear why it doesn't go on. Maybe you could take a
look at the b2rexpkg/simrt.py, and in the line (around line 145):

 print("LOGIN WITH", login_params)

change it to:

 print("LOGIN WITH", login_params, loginuri)

in order to see the loginuri the agent is using.

> 12. when I press RT button again to disconnect, the blender logs are:
> http://pastebin.com/AMWFk35e
> Then I press RT button to connect again, 
> http://pastebin.com/EzCYrFmW
> Note, this time there is no "localhost,2" warning anymore.


This is ok. Looks like you run b2rex before and the connection agent
kept running, thus the second time it can't start it, but it's ok
because the other one can do the job (b2rex connects to the old one
anyways). When you disconnect the first agent disconnects and quits and
so the next time everything is ok (the error you see is an error trying
to open a second process on port 2 which is where the b2rex agent
listens).


> 13.When I change BLENDER_ROOT\2.56\scripts\addons\b2rexpkg\threadrt.py:112
> from 
> self.socket.connect(("localhost", 2))
> to
> self.socket.connect(("192.168.74.39", 2))
> Remove threadrt.pyc and restart blender. Then when  I login with b2rex, the 
> blender logs are:
> http://pastebin.com/rCREbiWX
>

This was not a good idea :). That path is hardcoded to localhost 2
because that's where the b2rex connection agent runs, which is a
different process, but the agent was running ok, and the connection to
it are all right too, since we saw before it gets to the LOGIN_WITH log,
which means the agent managed to get the connection parameters from
blender, the fact that the agent quits when turning the RT button off
also illustrates this.


> My problems are:
> 1. Is there anything wrong in my taiga installtion? If any, how to solve the 
> problem?

Mmm, for the logs and similar reports from other people, I would say it
may be a problem due to grid mode being configured. Possibly all my
tests (my own public server, my local server and the realxtend virtual
expo world). If someone can provide a server configured in grid mode I
can probably test myself and see what's up, otherwise I have to
configure it myself and it can take some longer.

Another possibility is connections are getting stuck on xmlrpc. B2rex
comes with a patch needed at least on my os (b2rex/patches/patch01.patch).


> 2. Is there anything wrong in my blender and b2rex installtion? If any, how 
> to 
> solve the problem?


See the point above, as far as I can tell, b2rex and blender are working
properly, but b2rex gets stuck in the login process and the only reason
I can think of right now is grid configuration in taiga which I didn't test.


> 3. Could you send your server and client archives to me?, e.g. the 
> BLENDER\*.* 
> and TAIGA\*.*, and I'm going make a compare with mine.

I think it would be better if I can debug connection to a server in grid
mode.


> 4. Could you send your python context archives to me? e.g. C:\Python26\*.*. 
> and 
> I'm going make a compare with mine.

I wouldn't say


> 5. Did you install any special site-packages for python and forgot to mention 
> it 
> in the installion manual?
>Do I have to install xmlrpc manually?

xmlrpc is included with python. about other packages I might have
forgot, it should show up in the logs clearly.

> 6. do you install any packages besides greenlet to 
> C:\Python26\Lib\site-packages?


The instructions should be ok.


> 7. Could you tell me your IRC ID? 

caedes at irc.freenode.net

> 8. Which database do you use? MySQL5.1 or SQLite? We tried SQLite, but taiga 
> crashed.


I use mysql.


Greetings and thx for the detailed information.

 Pablo



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Re: [realXtend] Re: b2rex release 0.8: real time connection and blender2.5 support

2011-03-26 Thread Pablo Martin
On 25/03/11 20:32, MasterJ wrote:
> nothing more nothing less the best thing is to buy a new computer
> with 100% linux and  wipeout all microsoft thing then it's work .
>
> but i think about . firewall, router,  h
>
> here for b2rex i configure access with :
> http://(mi ip here):8002
>
>  but b2rex use 8002 or not?
> i have tried with http://127.0.0.1:8002 : nothing more nothing less
> still not working.


yes, it should respect your port setting.


> i have clicked on  3d view i have added an ogre element (fluid) for
> see if the terrain load nada nothing work.


The terrain plane appears after connecting and then should start
downloading height blocks (as in the following video:
https://sim.lorea.org/pg/videolist/watch/464).

I don't understand exactly what you mean about the ogre element, but it
is unrelated to b2rex atm (at least to server connecting).



> possible it's  because b2rex use others ports and we must allow them
> open


yes, actually I forgot about this in my description. Just after clicking
on the RT button, the agent will start up and open a local port so it
can communicate with blender. The port is TCP 2 and in my windows
vista, I did get a dialog from the firewall warning me about the port
open, I allowed the port and then b2rex could go on connecting.
Depending on your firewall settings, you might not get this kind of
dialog and may need to open manually, otherwise, it may be that the
agent is not starting, in this case something should show up in the
blender windows console output.

Greetings!

 Pablo



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Re: [realXtend] Re: b2rex release 0.8: real time connection and blender2.5 support

2011-03-26 Thread Pablo Martin
On 24/03/11 18:09, MasterJ wrote:
> thank you for tthe answer ok i re-try and i follow the instruction you
> give i cross my fingers..
>
> hmmm how to turn off safe mode??? i can't found this options here


You can see where the safe mode is located in this screenie:

 https://sim.lorea.org/mod/file/thumbnail.php?file_guid=458&size=large

which is within the scene tab or properties panel:

 https://sim.lorea.org/mod/file/thumbnail.php?file_guid=470&size=large

Greetings

 p.



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Re: [realXtend] Re: b2rex release 0.8: real time connection and blender2.5 support

2011-03-23 Thread Pablo Martin
Hi!

Ok, to all windows testers (MasterJ, PatrickDutoit and Bill), I have
successfully run b2rex on windows vista following the instructions from
the manual. Since some steps may not be so clear (although they are ok),
here goes my report on what I've done with remarks that may be useful
about different steps and internal workings.

This is an install on windows vista 32 bits.

1- install python2.6:
http://www.python.org/ftp/python/2.6/python-2.6.msi (i chose the default
path c:\python26, where b2rex explicitly searches, so it may help,
otherwise b2rex has a system to find installed python2.6 on windows, but
it's basically untested)
2- install greenlets:
http://pypi.python.org/packages/2.6/g/greenlet/greenlet-0.3.1.win32-py2.6.exe#md5=d864adfd6a3b057267fb7d2156a62361
3- get blender:
http://www.blender.org/dl/http://download.blender.org/release//Blender2.56abeta/blender-2.56a-beta-windows32.zip
and unpack somewhere
4- get b2rex: https://github.com/downloads/b2rex/b2rex/b2rex-0.8.zip,
unpack, and move everything under b2rex-0.8/scripts/ to blender addons
folder

after this, open blender, enable ogre exporter, then enable b2rex. at
this point, like some other people, I'm getting a notice from windows
saying:

"An application has made an attempt to load the C runtime library incorrectely"

which doesn't seem to affect b2rex (no idea what's going on). I can still save 
user settings, restart blender and it will stay enabled and the error keeps 
appearing on blender start.

Afterwards, I have configured access to the test server at sim.lorea.org, using 
https://sim.lorea.org/xml-rpc.php as login url (its a special url different to 
what you would use connecting to opensim, but this is not relevant). As user I 
used old login method "caedes caedes". Note everyone can test on the test 
server, instructions at (any other server should work too, but in doubt, b2rex 
test server works for sure):

 https://sim.lorea.org/mod/threaded_forums/topicposts.php?topic=425&group_guid=5

Next, I can connect with the "RT" button, note if the "safe mode" is enabled 
(default) you will not see changes in blender unless you interact with it (so 
you need to click on the 3d view or something), safe mode can be disabled at 
(low :)) risk  of crashes but its nicer because blender updates automatically.

I noticed there is one part of the setup which is not documented, which is 
installing the imagemagick tools and setting up the tools path in b2rex, but 
this will not impact you until you have successfully connected and can see the 
terrain and whatever rex objects you may have in the region. To install 
imagemagick, I got: 
http://www.imagemagick.org/download/binaries/ImageMagick-6.6.8-6-Q16-windows-static.exe
 (you only need the "convert.exe" tool, but they only seem to provide the whole 
package), installed it at c:\imagemagick (easier to type later on) and setup 
the tools path in the b2rex settings so it can find convert.exe, which allows 
textures to be converted before importing into blender (note, as said, b2rex 
will still work without these tools but will not be able to load images).

Hope this helps, and greetings and thx to all the people who so far tested b2rex

 Pablo




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Re: [realXtend] Re: b2rex release 0.8: real time connection and blender2.5 support

2011-03-23 Thread Pablo Martin
On 09/03/11 17:44, Bill wrote:
> I ran into this same issue and actually reconfigured a region
> specifically for b2rex. I ran into a few issues with last version on
> Windows 7, tried on XP with no luck on getting blender to connect. I'd
> like to know any more specifics I can get on the connection between
> blender and the regions, If you have multiple regions setup? will it
> import rex objects only? with materials?


For the moment b2rex will connect to just one region. It will import rex
objects, materials and textures. this is how the virtual expo world
looks when "opened" in blender:
https://sim.lorea.org/pg/photos/view/445/virtual-expo-world-1


>
> I'm interested in trying this new updated version. Can anyone running
> on a windows platform that run into some of these issues please shed
> some light on where we need to start?
> Blender version specifics? Python version specifics? grid or region only?
>

At the moment i'm using blender 2.56a for development, with python 3.1
on blender side and python 2.6.6 on the agent side. The server shouldn't
need any special config other than that necessary to allow normal
clients (like naali or hippo) to connect, so both grid and region should
work, authentication of both "firstname secondname" and
"user@server:port" is supported.

Greetings.

 Pablo




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Re: [realXtend] Re: b2rex release 0.8: real time connection and blender2.5 support

2011-03-23 Thread Pablo Martin
On 09/03/11 11:36, PatrickDutoit wrote:
> Hello MasterJ,
> I don't think that your troubles are of hardware origin.
> On my side I use XP for naali and ubuntu for the Taiga server and
> Naali works fine but unfortunately friends of mine can't access my
> sim.
> For blender it is another issue I think. Looks like the blender client
> can't use the url which is specified but instead try to use the local
> IP where ther is none server.

no.. this is due to the agent part of b2rex running as a different
process. so blender connects to localhost where the agent runs, and the
agent connects to your configured server normally. for your reports, it
looks like the agent is not running properly at the moment on your side
or can't connect to your server.


> Don't know what to do and I am a little bit disapointed.

I can understand... I will put up a windows specific package with all
windows deps to make things easier for windows. Anyways thx who all that
tried, the feedback is really valuable even if we're not yet there.

Greetings

 Pablo







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Re: [realXtend] Re: b2rex release 0.8: real time connection and blender2.5 support

2011-03-06 Thread Pablo Martin
On 05/03/11 11:53, MasterJ wrote:
> i fnally found this appdata things .. always multiple folders
> added without any reasons  bah !!! microsoft rulez.
>
> ok so i uninstall all blender things on any hard drive then i install
> blender 2.56 beta on C:
> i put b2rex folders on addons in this famous appdata f234234g folder .
>
> then i copy/paste scripts folder of b2rex into addons folders.
> i start blender and i go on user preferences for enable addons i
> enable the ogre addons first i save as default settings.
> i enable b2rex addon then but i have an C runtime library error.
>  then blender start and look like that :
>
> http://www.masterj.name/b2rexerror3.jpg


I already talked about this with MasterJ on the irc, but i post the
follow up for the record:

That output is ok, even if it looks like some part of the ogre exporter
didn't load, that shouldn't affect b2rex.
Seems like the first time b2rex is enabled it can be difficult to find
its panel, so I made the following screenshot to illustrate:

https://sim.lorea.org/mod/file/download.php?file_guid=470

thx to MasterJ for testing!

 Pablo



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Re: [realXtend] Re: b2rex release 0.8: real time connection and blender2.5 support

2011-03-04 Thread Pablo Martin
Hi!

On 04/03/11 20:54, MasterJ wrote:
> hmmm i don't have addons folder on my blender 2.56 here must i need to
> create it on blender or on blender/2.56 folder?


It's usually located under blender/2.56/scripts/addons/

> and i'm lost with  this greenlet package... it's .egg  how to install
> that on windows vista??
> (i have take the 2.6 python one)

Can't you use the greenlet .exe installer?

Greetings!!

 Pablo





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[realXtend] b2rex release 0.8: real time connection and blender2.5 support

2011-03-03 Thread Pablo Martin
Hi!

B2rex 0.8 has been released, featuring real time connection to
taiga/opensim server and support for blender 2.5.

 https://github.com/downloads/b2rex/b2rex/b2rex-0.8.zip

There is a new manual describing the current capabilities of b2rex:
https://sim.lorea.org/pg/pages/view/438/

About the real time connection, this means now blender can connect to
the sim server as a native client, with full access to the protocol and
capabilities to import rex objects on the fly, move, rotate, scale
objects, manage permissions, reparent, upload new objects, materials and
textures, some inventory management... No support for prims or editing
assets yet (they have to be reuploaded with a new uuid).

The connection is done through an agent module, which can be an external
program or run within the blender process, and also streamlines the
protocol into more simple editor commands, so it should be
straightforward to adapt to the tundra protocol, or to emit the same
messages from naali without the need to understand the underlying
protocol at all. The following diagram tries to illustrate the 3
possibilities: https://dev.lorea.org/~caedes/agent-diagram.png. For the
moment I have implemented the first and second cases (for blender 2.5
and blender 2.4).

Regarding the support for blender 2.5 and blender 2.4, development has
switched completely to blender 2.5, and blender2.4 still works to a
certain extent although this release is only for blender2.5, and support
for blender 2.4 will be continued as needed or required by the community.

Another important news for this release is that modifications to the
taiga server are no longer required, although there are still two
optional patches provided, one to allow inventory management in
standalone setup, another to allow for terrain modification using
LayerData packages (allows to update a parcels of terrain
independently). The old method of uploading and accessing worlds with
custom xmlrpc calls is still supported but probably will be discontinued
since applying patches to the server is not in most people's reach.

Also, I have uploaded a couple of videos: http://www.vimeo.com/user6191106

Testers are wellcome, but note there are still a lof of corners to
polish towards a more user focused 1.0. The only worlds tested at the
moment are my localhost server, sim.lorea.org server, and virtualexpo
world, I would also be happy to test access and compatibility with other
worlds. Usage of b2rex is not recommended at the moment with production
servers, but it should be safe.

For the next release, I intend to add support for logic editing and
control in the following areas:

   1.Graphical editor for logic

   2.Control several logic subsystems from realxtend and opensim

   3. Access to the information from blender logic graphs and possibly
  export it

   4.Executing b2rex inside blender's game mode

Kudos to Invi, who started the blender2.5 support in this release and
also implemented inventory management support.

Greetings!

 Pablo




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Re: [realXtend] Re: b2rex release 0.7: import capabilities

2011-02-14 Thread Pablo Martin
Hi!

On 10/02/11 21:45, MasterJ wrote:
> hehehe :)
> Pablo already answer  like that on his post:
>
> (copy/paste from original post)
> For next release, I'll be focusing on real time synchronization of
> blender (to both naali and taiga) and realxtend, support for managing
> permissions, and adding support for blender2.5 and the new ogre
> exporter.


Yes, next version will support blender 2.5 (probably development will
switch to 2.5 and keep backwards compatibility with 2.4).


>
>  here i really need to learn documentation more good i have try and
> sometimes it's give me errors when i just load it  strange .
> i have tried on 2 different blender installation on on C: on on
> external hard drive G:
> G:/ work nearly  good C:/ crash when load 
> blender are 2.49b
> but one use python 2.6.2 one use 2.6.1 ... i only have 2-6-2
> installed here . i remove the others python but something seem to
> still here and it's mess a few.


About any problems regarding running b2rex, you can query me directly,
or just ask on irc (irc.freenode.net #realxtend channel), , in the b2rex
github or webpage. Anyways, note current release requires some changes
to Taiga and some special server configuration (described in the README
document). Good news is 0.8 will also work on an unmodified and blindly
configured taiga server.

Greetings!

 Pablo




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[realXtend] b2rex release 0.7: import capabilities

2011-01-28 Thread Pablo Martin
Hi!

B2rex 0.7 has been released featuring import capabilities as well as
specific character support. The import capabilities allow to browse
scene objects directly from blender, update blender objects from
realxtend and import whole realxtend regions into blender keeping the
uuid link so objects can be synchonized back and forth.

More information about the release at: 
https://sim.lorea.org/pg/blog/group:5/read/401/release-07
Specially, following pages of the manual detail the new capabilities:
 * https://sim.lorea.org/pg/pages/view/398/ (asset browser)
 * https://sim.lorea.org/pg/pages/view/400/ (character panel)

For next release, I'll be focusing on real time synchronization of
blender (to both naali and taiga) and realxtend, support for managing
permissions, and adding support for blender2.5 and the new ogre exporter.

Greetings!!

 Pablo




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Re: [realXtend] Re: b2rex release v0.2

2010-08-23 Thread Pablo Martin
On 19/08/10 13:13, pedro wrote:
> Hi Pablo
>
> installation was looking ok in my case, but when i wanted to export to
> the server I can't connect. Probably the grid server requests a
> login ? I will try on a standalone installation to see if i have more
> success there and will let you know.
>   


Hi,

Note at the moment you have to modify modrex so this can work as b2rex
is using "experimental" xmlrpc interface (for uploading the world).
Also, you will need to have the xmlrpc enabled on the server, b2rex
accesses first /admin/regions to get the region list so you can select
where to export to, then it uses the "b2rex extensions" to upload and
import the world.

The README points to information about getting this to build, but it
might not yet be enough, let me know if you run in trouble and I can try
to make it more straightforward or at least help you out here or on the
realxtend irc channel

Greetings.

 Pablo



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Re: [realXtend] b2rex release v0.2

2010-08-11 Thread Pablo Martin
On 11/08/10 07:26, Toni Alatalo wrote:
> Pablo Martin kirjoitti:
>> I packaged a new release for b2rex (blender exporter for realxtend), you
>> can download it at:
>>  http://github.com/downloads/caedesvvv/b2rex/b2rex-0.2.zip
>>   
>
> Great news!
>
> A couple quick notes about technical things - might be a good idea to
> continue about those on the -dev list to not make too much noise for
> users who are not involved with all the underlying bits.

Ok, I'll try not to get too gory on details too.


>
>> For synchronizing the uuids, I've taken the route of storing uuids with
>> blender objects and including an additional file on the uploaded pack
>> holding the requested uuids. I had to modify the modrex ogre importer
>> for this, the patch is included with b2rex code, and I would like to
>>   
>
> What about simply having the UUID as a new attribute in the 
> tag in the main .scene file? I had thought of making it that way,
> seems simpler to handle than a separate file, but I haven't actually
> tried.
>
> And yes all this is certainly targeted to be default functionality in
> (mod)rex. Perhaps we move that to git(hub) now to ease collab, IIRC
> Mikko Pallari was considering it already.


For me it was a little bit easier to put the info in a separate file,
although this can be changed of course, although the fact is there are
uuids for materials, textures, meshes and objects (and I guess more
objects, but these are the ones I keep track of right now), so these
would have to go in different places if embedded in that way, so the
export might be a bit more difficult at least for me, and in some cases
might be that we don't have such a place, like with textures or
materials, so the separate file approach makes it straightforward in
both directions (since we already manage several metadata files anyways).


>
>> There is still one problem with the approach, though, and it is that I
>> didn't manage to make changes to asset data propagate... I think opensim
>> is not really updating this, so for the moment b2rex supports setting
>>   
>
> Is this perhaps due to the fact that in Second Life (tm) and therefore
> in current Opensim assets are immutable? In SL traditionally there's
> been mostly just texture assets in which case it makes sense (for easy
> caching), 'cause prims are not assets and material settings are just
> prim flags etc. With Realxtend and Ogre it's a whole different story,
> with meshes and materials being assets also, materials pointing to
> textures -- due to the asset immutability if you change a texture, you
> have to create a new one, and then a new material that refers to it
> etc. There's been talks about possibly changing that, but that's how
> it is currently.


Ok, I'll think about updating then, and I'll think about how to overcome
the problem. For the moment, though, as b2rex allows to recreate the
assets it already works ok to update objects, its just not so efficient
as could be and also I'm not sure but I don't see the way assets get
deleted from the db so I'm kind of worried :).


>
>> For the next release, I plan to work on character and animation support,
>> also as time allows, I'd like to start work on synchronizing directly to
>> naali, and improving any aspects you people think are important, I'd
>> specially like to hear feedback on what materials people use or would
>> like to use so we can work on making it easy for those.
>>   
>
> Right-o. We'll test and give feedback -- last I heard (from Evocativi)
> the blocker for one modeller there was that in the very first version
> of the dotscene export route (in December) normalmaps didn't work. Now
> with the rex shader support for previews etc. we are well beyond that
> I guess so interesting to hear how it fits what the people need.


Yes, also I'd like to hear if people have any problems so don't hesitate
to contact me directly on irc for support. Of course regarding materials
we're well beyond normalmaps and at the stage of thinking what other
techniques might be of interest, so even for people who cannot test
right now just think what you would really like to have.

My current material "wishlist" is adding some lower end techniques,
non-cg techniques, and adding another layer for setting up an ambient
occlusion map (or maybe this can be done with the luminance map but I
didn't test it yet). More on the toy area, I'd like to try implementing
steep parallax or something similar but I haven't tried.


> One other thing we've discussed in planning this export stuff,
> continuing with the idea of handling updates by keeping the UUIDs, is
> allowing editin

[realXtend] b2rex release v0.2

2010-08-10 Thread Pablo Martin
Hi!

I packaged a new release for b2rex (blender exporter for realxtend), you
can download it at:

 http://github.com/downloads/caedesvvv/b2rex/b2rex-0.2.zip

For this release I focused on improving the material support and
allowing updating of objects from blendfiles by maintaining the uuids on
the exported objects (for objects, meshes and textures and materials.
This means now a blendfile can be kept "linked" to an opensim region in
order to keep updating it, which allows to continuously build up a
region from one or more blend files, which wasn't really possible
before. Note the sync still happens by uploading from blender to modrex,
but now the uuids can be maintained.

For materials, there is now an interface to preview generated material
files and more combinations of the rex supershader are now supported,
shadows can be included. So the following texture layers are available
for materials now: specularmap, heightmap, normalmap, reflectionmap,
opacitymap, shadows. Not all combinations are supported yet due to how
the supershader must be used, I've documented working combinations and
further information at: https://sim.lorea.org/pg/pages/view/138/.

Als a side note, I added parallax support for naali's shader since many
of my test maps use it, this can be added to naali, so I can send a
patch if this is wanted (its something like 10 lines of cg), for the
moment the updated shader files are included on b2rex repo, so people
can use them if they want. The parallax technique is cheap but quite
effective, although It probably doesn't play so good with shadows.

For synchronizing the uuids, I've taken the route of storing uuids with
blender objects and including an additional file on the uploaded pack
holding the requested uuids. I had to modify the modrex ogre importer
for this, the patch is included with b2rex code, and I would like to
setup a branch for modrex but its using svn. Maybe we can discuss about
this to have this functionality included on modrex.

There is still one problem with the approach, though, and it is that I
didn't manage to make changes to asset data propagate... I think opensim
is not really updating this, so for the moment b2rex supports setting
which uuids to keep and which to renew. See the remarks on uuids at the
b2rex manual for more information.
https://sim.lorea.org/pg/pages/view/86/. Still, metadata is updated
properly, so positions and object relations are maintained.

I've also setup a test server at http://sim.lorea.org:9000, since b2rex
depends on some changes to modrex which still have to be reviewed for
inclusion on the server (changing how b2rex accesses things if needed),
at least this way people can test the exporter. You can query me for
accounts if you want to play there.

For the next release, I plan to work on character and animation support,
also as time allows, I'd like to start work on synchronizing directly to
naali, and improving any aspects you people think are important, I'd
specially like to hear feedback on what materials people use or would
like to use so we can work on making it easy for those.

Greetings and happy world building :-)

 Pablo



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Re: [realXtend] Re: RealXtend exporter for blender

2010-07-06 Thread Pablo Martin
On 05/07/10 21:24, Mark Malewski wrote:
> Pablo,
>
> This sounds extremely exciting, and the ability to use Blender (with
> OpenSim + ModRex) is really awesome, but is there any possibility to
> do more than just "export" to ReX?
>
> Would there be any possibility of "importing" scenes from OpenSim into
> Blender?  Is this something that could be considered?
>
> For example could this "Blender2Rex" be an import/export tool?  So
> that users could import scenes directly from OpenSim into Blender, and
> make changes/modifications to scenes and then export the finished
> changes/scenes back out to the server?


yes.


>
> Also could we have the ability to load a normal Blender scene and then
> export that scene directly into OpenSim + ModRex?

this is basically possible already I think, but a lot of space for
improvements and deciding a final scheme for uploading to opensim.


>
> */> - Add a button to blender2rex to sync the scene to local Naali
> directly,
> > as an alternative option in addition to the sending it to server for
> > ModRex to handle.
> /*
>
> I really like the idea of a "sync" button to send the scene to Naali
> (locally).  Would it be possible to have a "Sync to Naali" button
> (that you just press) and then also have a "Sync to Server" button
> (that can be toggled on/off) for the finished product.  That way 99%
> of the scene viewing can be done (offline) with just Blender and
> Naali, and then when a person is ready to sync/export the finished
> product to the server, they can just press the "Sync to Server" button?
>

yes, we already talked about this and seems the way to go.

 p.



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Re: [realXtend] Re: RealXtend exporter for blender

2010-07-04 Thread Pablo Martin
Hi!

On 03/07/10 08:51, Toni Alatalo wrote:
> On ke, 2010-06-30 at 01:39 -0700, Matti wrote:
>   
>
> For this kind of previewing, often done in a pretty tight
> authoring loop, seemed that going via the server can be too slow -- even
> when it's on localhost so that the networking is fast.
>   


I agree.

> Naali can load a big scene from local files directly in seconds, like
> Ogre normally. When the meshes and materials are already loaded, and you
> only move/scale/rotate the objects in Blender/Max/Maya and get a
> new .scene file, the py code in Naali can update it in a fraction of a
> second. And we got this almost for free, 'cause python-ogre examples
> already had a dotscene loader which was easy to adapt to the Naali EC
> system which provides the py api there.
>
> The experiment / workflow I suggest is this: 
>
> - Have both Blender and Naali running locally on the same computer.
> That's what artists usually have anyway, when model etc. in Blender and
> use Naali to view the result. 
>
> - Add a button to blender2rex to sync the scene to local Naali directly,
> as an alternative option in addition to the sending it to server for
> ModRex to handle.
>
> - Have Naali show automatically the new scene after it was exported from
> Blender. When moving/scaling/rotating objects could even sync it after
> every editing op to have it update almost in realtime. Can test the
> scale by moving around in it by flying with the avatar etc (collisions
> don't work with local scenes now 'cause we don't have client side
> physics in Naali yet, but that doesn't matter for the visuals).
>   


Simple operations like move and scale can even be synced in real time :-P

> - Then can use either the Naali server upload capability or the Blender
> one to publish the scene on the server after have seen that it looks
> right in Rex.
>   


great, also since both blender and naali can use python the code can
even be reusable.

> Of course this leaves also the option to just go via the server when the
> slower cycle is not a problem, and when you want to more directly collab
> with others. But for local previewing when building this seems useful.
>
> Naali already comes with a http listener, a demo seems to be still up at
> http://www.playsign.fi:28008/render (that Naali has been running nonstop
>   


great :)

>> 2weeks now :) . It is easy to add a rest/xmlrpc/whatever http handler
>> 
> there that understands commands like:
> loadscene /home/artist/scenes/myworld.scene .. so after the export
> Blender can just send such a command over http so Naali knows to sync.
> The source for the http handler is at
> http://github.com/realXtend/naali/blob/develop/bin/pymodules/webserver/webcontroller.py
>  .. you can just add a 'def loadscene(self, filepath)' to implement a url 
> handler for http://localhost:28008/loadscene?filepath=myworld.scene
>   

ok.


> The py modules in Naali use the circuits event library, where the idea
> is to use events to make decoupled components when building your app, so
> to make the webserver tell the localscene component to load a scene it
> can be a good idea to use circuits events .. you can also just import
> the localscene module and call functions there like in normal py, but I
> think the decoupling that events give is nice (also keeps the live
> reloading of the components working). We don't use circuits events to
> communicate between different py modules in Naali yet, it is now just
> used to forward the Naali events from the c++ side to py modules, but I
> think this webserver+sceneloader interaction is a good place to test
> that.
> http://bytebucket.org/prologic/circuits/wiki/html/tutorial.html#events
>   


ok

> Otherwise I looked into synching also the selection state between
> Blender<->Naali, in that case there'd be a http handler for setting
> selection and a circuits event that's handled in the object editing
> module in Naali .. I or perhaps Nathan who works on obedit can try that
> one, if you take care of this scene contents biz :)
>   


once the basic setup is working I can take part of sending all data from
blender to naali in out into circuits.


> And like planned we should meet and talk about the big pic, how we want
> Blender and reX to play together, do we target Collada, perhaps use
> Verse too etc. Let's plan something soon, so get it implemented in time
> before the Blender conference so can have nice demos there and get
> feedback from that community too etc. And please, anyone on this list,
> do post your views and wishes for the workflow.
>   


We can meet on irc or any other means that you like. Also for a personal
meeting at some moment.

Would be nice to have a page in the realxtend or b2rex wiki for working
on this specs. I was looking but I can't seem to be able to edit on the
realxtend wiki?


> I know some fancy the idea that Blender would be just a normal Opensim
> client, what I tested a year ago in
> http://www.playsign.net/engine/BlenderOMV . That

Re: [realXtend] RealXtend exporter for blender

2010-07-04 Thread Pablo Martin
On 04/07/10 06:53, Mark Malewski wrote:
> Pablo,
>
> This is great news, a blender exporter would be great, but this won't
> require installing Cable Beach/Taiga at all will it?  Will this work
> with just the plain OpenSim and OpenSim + ModRex?

Well. at the moment it requires an extra module on modrex, and only
recent ones. Other than this afaik taiga is just opensim with modrex
(and optionally cablebeach too).


>
> Is there any way to make this Blender2Rex exporter 100% compatible
> with just plain vanilla OpenSim  and/or OpenSim + ModRex?

With opensim+modrex, that's the goal. About vanilla opensim... it
doesn't have mesh support so I don't see the point, anyways on the taiga
server, you can connect with hippo viewer and see the objects (bounding
cubes but what do you expect).

>
> Also will this "Blender Exporter" work with the latest OpenSim 0.7RC2?


Af it has the b2rex module on modrex, yes, but I think modrex doesn't
work yet on 0.7rc2.

greetings

 Pablo



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Re: [realXtend] Re: RealXtend exporter for blender

2010-06-29 Thread Pablo Martin
On 30/06/10 05:49, MetaStep wrote:
> Hi , sounds fantastic, I hit your links but it throws up a malware
> warning directing to a site ending in .cc rather than sim.lorea.org,.
> What ever it is its pretty impressive my wireless router is jammed up
> nicely. Git hub was fine just the sim.lorea.org pages. Look forward to
> checking it out, thanks for putting it up
>   


Hi!

I think the problem is that your browser has some problem with ssl
negotiation with the site. To access it you have to get past that
screen, its not a malware attack :).

Greetings.

 Pablo





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Re: [realXtend] Server version to use for development

2010-06-29 Thread Pablo Martin
Hi!

On 29/06/10 22:27, Jonne Nauha wrote:
> Yes this might be the cause, it many times is if you are not familiar
> with mysql setup and the defaults are too low. Clear the asset db and
> change the config to higher mb if it was too low. The problem with
> noticing this particular error is that the servers give little to none
> info if the DB fails to store the blob data and happily goes on as
> nothing happened :) This should  be put to some FAQ page in our wiki
> under "Upload seems fine but meshes are not showing" :) The thing with
> this is that if you have a big enough texture it will fail too, not
> just meshes but youll see it more there as meshes can get quite big.

Ok, I'll investigate this.

The fact is I for maps with exactly the same meshes, like the "monkey
heads" test map i'm using
(https://sim.lorea.org/pg/photos/view/78/monkey-testmap-with-normalmaps)
the first times I uploaded I could only see one of the monkey heads, and
now they don't show at all when I connect. This kind of
non-deterministic behaviour made me think its something weird like udp
connections or mono problems, but yeah, I'll check the db.

Greetings!

 p.



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Re: [realXtend] Re: RealXtend exporter for blender

2010-06-29 Thread Pablo Martin
On 29/06/10 22:32, Jonne Nauha wrote:
> Are you doing a login from blender or just callind xmlrpc methods? 

For the moment i'm just using some rest and xmlrpc methods that don't
need authentication, but I have tested logging in successfully using
xmlrpc, so this should be ok, I just didn't prioritize having the
methods authenticated since it is still an early phase.


> The CAPS system works so that you need to setup a UDP connection
> (login with a  valid account). The login response contains a seed cap
> that you can fetch rest of the caps available on that sim. This might
> be a problem for you as the login procedures are not very simple. I
> think there was talks that blender intergration could use our cpp
> protocol modules that could make your login and initialise the UDP
> stuff and get the caps. Unfortunately just using a stand alone
> protocol moudule dll is not enough, youd need at least RexLogicModule
> too to call this module. But with some small mods i guess it could be
> possible to use only the protocol moudule with blender py code.


The problem with this approach is I can't really maintain connections
from blender, or well, I can, but it will be costly in maintenance and
stability (it can be done with a cpp module that maintains a thread or
with a pseudo thread in python). Normal working of a blender python
script is it gets run when the user clicks some button, you can store
things on the tool python module, but threads don't survive (well, I
haven't tried in some time but last time python threads where not viable
solution).

Anyways, I want to follow this approach later (i'll start looking at
accessing some viewer libraries directly from blender), but I don't
think it should be needed for uploading of worlds or interfacing them in
a simple way, I can do with session+request-response (ie, rest and
xmlrpc). Later sure, I want notifications but in case simple uploading
and browsing should work with no cpp libraries to allow people with
weird system (ie, without precompiled binaries) to still use blender
against taiga to a certain extent (no real time synchro for the "low
end" unless I can do it in pure python).

Greetings!!

 p.



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Re: [realXtend] Re: RealXtend exporter for blender

2010-06-29 Thread Pablo Martin
Hi!

On 29/06/10 13:28, Matti wrote:
> Hi,
>
> I've been working on to make "local scene" feature to Naali browser,
> so that it's possible to load scene files to Naali locally, when user
> is
> logged into some world, then browse scenes locally, and move them
> around locally, and then upload them to server from the Naali end.
> I was interested to know how much my work is overlapping with yours?
>   
> I have added UploadHandler to OgreSceneImporter in the server end and
> localscene python module to Naali end, both codes are under work,
> codes should be in development branch github repositories on Naali
> and Taiga, (in Naali the bin/pymodules/localscene)
>   

The xmlrpc service I added to modrex basically does the same as the
UploadHandler but with xmlrpc, plus adds clear feature (just temporary).
I noticed your code, but since I didn't know how to work with the CAPS
protocol I wasn't sure how to use it, anyways, the xmlrpc UploadHandler
I've done its very simple, so i'm okay with another approach as long as
I can use it from blender (or other tools not inside naali). It was also
something to get started with server development.


> i'm currently thinking of setting up way to be able to browse
> scenes that are uploaded to server and way to unload and load
> them back, something like a list of scenes etc..
>   

I'm thinking the same :-). Do you have any specific plan already?

In the same line, I would also like to be able to create regions from
blender (I can with xmlrpc, but It looks like I have to specify the port
and ip's manually which is a pain), and upload and download the height
map for a region.

If we can setup a join plan I can help on this part... also.. since the
naali tools you're making are python and so is the b2rex it's likely we
can have some common library, also I can code python for naali (well,
not yet since looks like I also have some problems with python on
naali.. :-)).

Greetings!

 p.



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Re: [realXtend] Server version to use for development

2010-06-29 Thread Pablo Martin
On 29/06/10 13:19, Mikko Pallari wrote:
>
>
> On Tue, Jun 29, 2010 at 2:03 PM, Pablo Martin  <mailto:cae...@doodo.org>> wrote:
>
> On 29/06/10 09:22, Mikko Pallari wrote:
>
> I see... ok, I tried the preferred combination and could get it to
> work
> nicely without too much trouble :). Anyways, thinking about it..
> what I
> really want is to follow with the modrex trunk, because that's
> where the
> latest advances in the ogre importer are. What opensim version
> should I
> use in this case?
>
>
> Well, the trunk should follow the OpenSim master, but as told,
> unfortunately we haven't had time to update that branch for some time.
> As we are currently developing against the taiga-0.1 branch, latest
> ogre scene importer stuff are there.


Ok, ok. So the problem with incorrect assets is normal with trunk
versions, or maybe I messed up the configuration?


>  
>
>
> So now I have a test server at http://delcorp.dyne.org with b2rex
> extensions. The issue I have is I don't see all the uploaded asset
> meshes properly (sometimes ones show, and sometimes others, but
> the more
> complex one seem to be less likely to appear), not sure where the
> problem is coming from... I think either a network reliability
> issue, or
> something with differring mono version on the server (i compiled on an
> ubuntu lucid, but installed on a debian stable with backports..).
>
>
> I haven't yet had time to look at what does b2rex extension adds to
> ModreX part, so can't say if it because of that.

It just adds a couple of convenience methods to upload assets to a scene
and clear a scene through xmlrpc. Also, this only happens sometimes.


> But if you are using the reaXtend viewer 0.4x then the meshes won't
> show probably because of the UDP download of assets. If you try to
> connect with Naali then it is able to download assets with http.

I'm using the head from the repository for naali, so I don't think that
should be the problem. I was more thinking either a problem during
upload (doesn't seem likely because it uploads a zipfile and there are
no errors uncompressing), or a problem during udp download to the
client. Anyways, i'll keep investigating the issue, for now I'm happy
it's running on a public server :)

Greetings and thanks!

 p.


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Re: [realXtend] Server version to use for development

2010-06-29 Thread Pablo Martin
On 29/06/10 09:22, Mikko Pallari wrote:
> Hi,
>
> The preferred version is latest Taiga (based on Scisim and OpenSim
> 0.6.9) with ModreX branch taiga-0.1. But if you want to use OpenSim as
> your base, then use OpenSim 0.6.9 with ModreX
> branch os-0.6.9-post-fixes. ModreX trunk is currently broken with
> OpenSim master.

I see... ok, I tried the preferred combination and could get it to work
nicely without too much trouble :). Anyways, thinking about it.. what I
really want is to follow with the modrex trunk, because that's where the
latest advances in the ogre importer are. What opensim version should I
use in this case?

So now I have a test server at http://delcorp.dyne.org with b2rex
extensions. The issue I have is I don't see all the uploaded asset
meshes properly (sometimes ones show, and sometimes others, but the more
complex one seem to be less likely to appear), not sure where the
problem is coming from... I think either a network reliability issue, or
something with differring mono version on the server (i compiled on an
ubuntu lucid, but installed on a debian stable with backports..).

Greetings!

 p.





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Re: [realXtend] RealXtend exporter for blender

2010-06-29 Thread Pablo Martin
Hi!

On 28/06/10 19:58, Pablo Martin wrote:
> I made the first release of a b2rex "exporter":
>
> The package is available at:
> http://github.com/downloads/caedesvvv/b2rex/b2rex-0.1.zip
>   

I made a point release of the realxtend exporter to fix some issues.

 http://github.com/downloads/caedesvvv/b2rex/b2rex-0.1.1.zip

(one path was hardcoded to /tmp and made get_grid_info optional from the
server)

Greetings!

 p.



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[realXtend] Server version to use for development

2010-06-29 Thread Pablo Martin
Hi!

I'm trying to setup a recent version of opensim with the latest modrex.

Is there any preferred version to use for development? (both for opensim
and modrex).

I didn't see any mentions on the webpage (well, I did but they look
outdated) and modrex readme just points to a recent enough version of
opensim, but doesn't specify which.

I have tried several combinations, but so far none works perfectly as I
would like.

Greetings!

 Pablo



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Re: [realXtend] RealXtend exporter for blender

2010-06-28 Thread Pablo Martin
Hi!

On 28/06/10 21:53, Peter Steinlechner wrote:
> Hi Pablo
>
> thats great news and I will try it as soon as possible. I tried to get
> a look at the pics on your website, but all i could see was a frame
> with the name thumbnail, it looks like they where somehow encoded as a
> click on the thumbs just reavealed a pile of data.

mm, strange because it doesn't seem to be happening elsewhere, may I
know your os and browser? (maybe send the details directly to me to
avoid cluttering this ml)

> Anyhow i think the b2rex is a great step towards the right direction.


good :)


>
> realxtend rocks!!!

yeah! :)

 p.



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Re: [realXtend] RealXtend exporter for blender

2010-06-28 Thread Pablo Martin
On 28/06/10 22:08, Bill wrote:
> WOW. This looks AWSOME!... And these scenes imported directly from
> blender into realxtend?

I'm not sure what you mean..., blender exports the scene to the right
format, and then uploads it directly to the server but for this you need
an additional modrex module, so it won't work with public servers yet.
Anyhow, I will setup a public test server soon, and look into an
uploading solution that can be used and integrated with upstream modrex,
and you can test it in your own server too, or upload the worlds the
usual way.

 p.



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[realXtend] RealXtend exporter for blender

2010-06-28 Thread Pablo Martin
Hi!

I made the first release of a b2rex "exporter":

The package is available at:
http://github.com/downloads/caedesvvv/b2rex/b2rex-0.1.zip

The plugin controls the ogre mesh and scene exporters to generate a
world suitable for uploading to realxtend.
Also, it can "connect" to the opensim server, and using a custom modrex
plugin it can upload worlds and clear a scene directly.
Also, i modified the ogre exporters a little bit, to allow whole scene
offseting directly, and to improve material handling a little bit, when
used with realxtend. It currently supports materials with normalmaps and
specularmaps, as well as the normal materials with just a diffuse
texture. They are included on the package for now.

Note, for direct uploading you need a custom modrex version, and some
special config on the server (enable xmlrpc and rest interfaces)

Screenshots of exported worlds:
https://sim.lorea.org/pg/photos/album/49/exported-worlds

More details on the README file, or the manual online:
https://sim.lorea.org/pg/pages/view/86/
Also, i setup a webpage for the project:
https://sim.lorea.org/pg/groups/5/b2rex/
The page is an elgg instance, and I'd like to configure it to manage a
rex grid in the near future, and maybe implement some parts of the asset
workflow there.

This project is just starting, and comes from a proposal made to nlnet
(a dutch fundation) for funding on this regards. They accepted a plan
proposal, which is made public at the site webpage. The goal is to have
as good blender integration with the realxtend world, also to allow
realxtend to have this kind of integration when needed (ie, developing
key areas of client or server software). Some people from realxtend
already know of this (it was announced on the irc chat some time ago).

The plan is pretty far fetched, touching on direct connection from
blender, maybe reviewing mesh formats or asset server system, good
support for uploading and tweaking characters, great material support,
even logic support to the extent possible (or more... ;-)). So, I'm
going to be working hard on the next months towards this goals. :-)

Anyways, the most important is that I would love to hear any ideas you
may have, regarding what can be done from blender or how it can be used.
Either on this list or the project webpage. Also, I will be coming back
with analysis of the situation to get more direct feedback. On the last
weeks I've been getting intimate with the realxtend and opensim
software, so there are a lot of things I have to put on paper now for
discussion.

You can also report problems or bugs in the git repo, or directly on the
project forum (or here).

Greetings!!

 Pablo



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